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Pickysaurus

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Everything posted by Pickysaurus

  1. This may be no help to you, but Icecreamassassin (Legacy of the Dragonborn creator) ran into a similar issue and said he had to update the sounds in NIFScope as well as CK for it to work.
  2. Hi guys, I just found this little gem on the Nexus which is awesome if you're working on a mod with voiced dialogue! Lazy Voice Finder - http://www.nexusmods.com/skyrim/mods/82482/? This has been useful to me as I had a manual spreadsheet created for a similar purpose, plus now the author has added export to CSV, it looks like it'll be great of sharing lines with your voice actors!
  3. Here's hoping it's the site redesign :P
  4. This is where I got confused with Alias property :/ Thanks for the help, adding brackets to the removeitems in your version of the script allowed it to compile properly :D Sorry if I sounded arrogant somehow, I am really new to scripting and I am struggling to get my head around the logic of it all. Where I read it as making sense, the compiler throws up errors all over the place. For example now the function exists I'm having trouble calling it in a Quest Fragement, the errors it gives aren't really very helpful :( I used FreeformSkyHavenTempleAScript.psc as a base for this - with the exception of the alias property being wrong, it's pretty similar (to me anyways). I'm here to try and learn from you guys because at the moment I can only copy/paste other bits of script and hope for the best.
  5. Hey FrankFamily (I really like your mods btw!) I've corrected the missing brackets and added the bits you suggested so my script looks like this; But now I get another error:
  6. This was helpful on my other topic, but in the end I dumped the mic/phantom power/preamp setup for a USB microphone Samson C01U Pro and while it records fairly quiet, the quality means it can be amplified without horrid clipping sounds.
  7. Hi all, me again xD So I'm pretty much convinced there's something wrong with the compiler in my CK. I have yet to compile or use a custom function without it giving me errors for days. I am trying to write a very simple function, based off the FreeformSkyHavenTempleA script layout to change faction and outfit of an NPC. Scriptname PKY_RecruitToEQ extends Quest Conditional Alias Property Alias_Michlon_Waltvale Auto Outfit Property EGOutfit Auto Faction Property EGFaction Auto Weapon Property AkaviriKatana Auto Function EquipEGArmour (Actor Alias_Michlon_Waltvale) ;Michlon joins Explorers Guild Alias_Michlon_Waltvale.RemoveAllItems Alias_Michlon_Waltvale.AddtoFaction(EGFaction) Alias_Michlon_Waltvale.SetOutfit(EGOutfit) Alias_Michlon_Waltvale.AddItem(AkaviriKatana) Alias_Michlon_Waltvale.EquipItem(AkaviriKatana) EndFunction When compiling this I get the following: I've re-run compiler on the SkyHaven temple script and that comes out just fine, so where am I going wrong? Thanks for any comments :D
  8. Hi guys, So I've been recording voice files in Audacity using a professional (ish) Microphone/Audio Interface. In Audacity the tracks are a decent volume, to the point where they're almost clipping. When I move them to the Temp.wav in order for CK to see them, the playback is very quiet and even moreso in game... Is there something specific I have to do to get this working properly? I'm recording 16-bit, mono and 44100Hz which I think is correct settings for Skyrim. Any help will be appreciated - at this point I'm looking to return the microphone and try a different model but I don't think it's that.
  9. So what I am trying to achieve is a variation on a system currently in place for Legacy of the Dragonborn by Icecreamassassin, The mod features an Airship which is a large group of statics, his version has a map and you interact with location pegs (the little red and blue flags on the map) which set DBM_Destination (Global Variable) to the relevant number. Then you interact with the ship's helm and it disables the statics of the airship you are currently on and enables the airship statics in the new location, as well as moving the player to the helm of the new airship. My desire is to be able to ask my follower "Can you move the airship for me?" and when you pick a destination, it disables the static airship currently enabled and enables only the one in the location selected. - Thus giving a way to move the ship without having to be on board it. Does that make sense?
  10. Thanks for the reply, I still can figure this out. Is it something to do with trying to fire this Function from dialogue? I'm looking at the original scripts (my mod is an expansion on another mod) and the functions are setup almost the same, just the fact it's called as Event OnActivate. I think I'm going to have to abandon the function method for now and do it manually.
  11. Hi there, I'm having some trouble with excuting a script function in dialogue; I have a main script that is an extension of a script in another mod - and I am calling the function of my new script via a TIF (Topic Info) script. Papyrus gives me the following error. The code for the script is; And it's calling the function from PKY_DevAvezaMoveScript which looks like this; Can anyone help me understand what I'm doing wrong? Specifically "cannot call the member function MoveDevAveza alone or on a type, must call it on a variable" - the function doesn't need to call a variable AFAIK. I have tried putting PKY_MoveDevAveza between the function brackets but I then get "Too many arguments". Thanks
  12. You can load multiple masters in CK by changing a flag in Skyrimeditor.ini (default skyrim directory). bAllowMultipleMasterLoads=1 You may also enjoy; bBlockMessageBoxes=1 To stop the boxes you always have to click "Yes to all" on when loading CK
  13. Hello! I have just solved a problem with Customer Voices and LIP files that it took me all evening of trial and error, plus frantic searching of outdated forums to discover. I figured I'd stick it here in case anyone else has the problem. Issue 1: Custom Dialogue not playing? So this fix is slightly better documented, but still worth writing. I had created a new NPC, added a Custom Voice, created a Generic Voice quest (for non-specific lines) and input the .wav files into the game. Once in game however, the NPC just stared awkwardly at me. Solution: Using a fix Arthmoor posted in this thread, any quests that are 'Start game enabled' (so the dialogue is there without additional actions) will sometimes fail to initialise on load. You could manually start the quest via console, but that sucks. Use the method in the thread to create a SEQ file which should be packaged with the mod. Issue 2: Custom Dialogue playing but no mouth movement? This is where I hit a major roadblock. There may be better solution but I only found one. When loading in with my SEQ file in place, the correct NPC said the correct thing, but his mouth didn't move. I also noticed in CK, that it would not allow the LIP file to be generated. The flag stayed as N and the button did nothing. Solution: I found this solution on another message board, but it was worded so poorly it took 3 different trials to get what was meant. I was using ModOrganiser to load CK - there is a poorly documented bug in doing this where for some reason CK can do everything EXCEPT generate LIP files. The only solution is to copy your mod (and any Masters) manually into the Skyrim/Data directory. I suggest you backup this directory first. Run CK again and LIP files will be created as expected. Once you have the LIP and WAV files, I strongly suggest using UnFuzer to pack the two files into a single FUZ file before copying this back into the MO virtual folder. It drastically reduced your file size overall for easier downloading.
  14. Icecreamassassin would have my vote, his Legacy mod has completely changed Skyrim for me in the best possible way. He's done a lot of it himself too!
  15. Using Krato's method I managed to get this quest working. I did have to follow Neloth around and manipulate the room as if the quest worked normally though
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